#creator-companion
38 messages · Page 1 of 1 (latest)
I've let it sit now for almost 10 minutes and I don't understand it's using a ton of ram and like 4 to 5 percent cpu
Welcome to unity
I still don't know how to fix my issue
what is the error preventing you from doing?
if the error isn't stopping you from doing anything it doesn't seem like an issue to me
Opening the control panel
Everything(too my knowledge)else works but that control panel too upload avis and worlds dont
did you update your avatar SDK recently?
probably the creator companion if you're using that to manage your project
hey so im having a vcc problem where i tried everything
It doesn't really fit into the other channels, so I ask here. I tried to upload a build of my VRChat world, right during the API went down last night. Now I get this error message every time I try to upload it again. Can someone help me?
If that helps too
woah that’s a big bug
@normal jay have you tried restarting unity and/or your computer?
you would expect the internal version to set itself to what it sees from the database, not just internally track and never work again if there’s a disconnect 🤔
Has anyone stress tested VRChat when using more than one instance of VRChat using VRC Quick Launcher. Whether or not it'd put a a great amount of stress on the CPU or GPU with only two VRChat instances?
As it was a private world, I just deleted amd reuploaded it, but thats not an option for bigger worlds
I'm still having issues regarding 'could not fetch fresh config file" which is stopping me from opening the control panel
And I do have the newest sdk
TYSM
Apologies I take a couple of days off of this discord and I have stuff to catch up on my bad
no no its ok i thought i was the only one bcs i been asking around and i never had this problem
its stupid of me not to scroll up
All good your not the first and you won't be the last
Is it your first time using CC?
Yeah you can use that or use your command prompt to start up two instances
It's the stress test aspect I'm curious if anyone has tested, like whether or not it would take up most of the computing resources itself by itself or heat-up the components a great amount.
Depends on your pc
Yes
Yes but I haven't had this problem
From the other things I've posted
You at your pc currently @cinder steppe
All good all you need to do is basically do the same thing as this #creator-companion message
But you need to delete the settings.json and the repo folder
Then it should work
the fuck
What?
Wild
#avatar-help is the place you want to be
Does anyone know why in the creator companion the area that shows the assets and stuff isn’t there? (The screenshot is from normal unity but this is the thing I’m talking about)
they go in packages not assets @reef cypress
I mean it literally just does not show up
I am a beginner I have no idea what im doing 🥹
I'm going to write a few things so I can pin them...
Download the latest release here: https://vrcpm.vrchat.cloud/vcc/Builds/0.2.0/VRChat_CreatorCompanion_Setup_0.2.0.exe
Read the Docs here to get started: https://vcc.docs.vrchat.com/
i wasn't first, damn
Wow
ay yo?
finally, VCC is coming out
oooohhh
ayoooooo
YO VCC
i've had it downloaded for a few weeks lol
LES GO
DANG
Yooool
AYO?!
dude why am I getting notifs
smae
👀
WHT IS THI
client sim without cyan yo!?
ayo??
i was reading that.
@jade zodiac you're bad
nice
you're so cringe
WHAT
Poggers
This looks neato
is there a tldr? what is this
finally!
POG
Looks like this is gonna be fun
I was here
read the article
Hello Antenna pfp
tldr: you won't have to separately update your 30 different unity packages lol
!!
it'll just do it for you
hello
Heyo
Query: Will the new companion tool enable the ability to compile and push projects from the command line, allowing me to make a script that lets me publish multiple projects?
So, where do we report bugs 😄
Yeah great work! poggers
👀
@fervent wave at when a Linux version ?
nutted
this could be really good if it offers a way to get started for users new to creating in the future
cute! so how does the bot work? is it jsut literally for assisting?
O
lets goooooooo
My current #1 issue with VRC development is I have many projects and worlds and many of them share resources. If I update one resource, I have to proceed to manually sit and publish each individual project one at a time, all so I can just click a single button once I run it to push it to the servers
😏
thanks norton
It would be nice if instead the system had support for writing a script to build and compile multiple projects
no offense the the CC kinda ugly
Actually Omega thankyou, Its hard to find more Antenna art
Muh
uninstalling norton is always a good idea
It's probably setting off discord's dangerous download notification because it's an .exe
yes. i'm glad i got rid of my norton
oh nice, was wanting to tinker with this
i am about to
as for antiviruses its not abnormal for them to do that to new .exe files
UHHHHHHH I Have a pretty big question. VRC Team
I and actually a good number of creators make avatars on Unity for MacOS, and this new tool is a Windows executable, what does this mean now for VRC creators that mainly work on MacOS?
as in newly developed ones
wait a little
^^^^^
its not a virus
it's just a new file
lol
is this only for worlds? or can it be use for avatars as well?
and discord be like "new phone who dis"
Download the latest release here: https://vrchat.com/home/download
Seconding this question. Any plans to make this stuff crossplatform?
you can
at when a Linux version ?
i can't wait for my avatar to be broken
I sure hope you backed up your project first
i did
nice
@wheat horizon does the "one click publish" functionality provide any form of command line support, so I can run a script to build->compile->publish a world project, for example?
Would be nice to be able to offload actually publishing my worlds to my build server instead of having to handle it locally on my own machine by hand
I don't know! Momo will be able to answer more in-depth questions once they're available.
always do, i've had so much trouble with unity so far it ain't worth the risk 
soooo the setup doesn't open up?
everyone does, pat pat
Thanks, thats basically the only feature I am waiting on to come back and get into my large project I am working on for VRC, it has around 100 interlinked worlds and publishing 100 worlds by hand is... basically a non-starter, despite the fact its just clicking a button by hand.
Quick Q - Will this limit uploads to the Open Beta branch or are just the "tools" here in Open Beta?
wtf qwq
The tools are in beta, they interact with Live
I have to specially know about how will I work on MacOS for this because this new tools will be the future of the sdk and are a Windows only executable
i would assume it just uploads to the platform you select to upload to and that's that
Im backuping everything now
My console is currently stuck on "Project is prepared. Now opening up Unity in the BG to process new assets" and Unity hasn't opened. Is this normal?
yeh, its a workaround for the fact VRC has no functionality yet to pass metadata through portals from one world to another, so I have to 2 way bind each portal link by creating a seperate world for each entrance
wait until a mac version releases? 🤷♂️
I love you Tupper. now say it back 😍😂
I think mine is broken, I installed git and its still saying that i need to install git
try to click the refresh
I did
200+ GB Backup ;D
wtf
if you open up powershell/windows terminal and type in git version what do you get?
nice!
so many announcements
;D
Is the setup not compatible with Windows 11? Because the setup wont open up at all.
👌 Nice seeing this for past 5 min 🙂
lol
storage wars
how to fix
who has the saddest storage situation? FIGHT!
most my storages are on cloud XD
lol tru
bro shut up dumb botttt
?
bot is right :oo
@wheat horizon Question regarding that creator tool box, the track dependencies portion;
Will it help track dependencies of various user created content? For instance is there flags we can use to help set that up or does it only track first party VRC dependencies?
Practical example would be something like an avatar package that remarks it needs X version of Poiyomi, could it give a redirect to the poiyomi discord or github?
I am also seeing how much of an exploit this could cause just typing it out, but still curious
oof
i have like 500 gbs left
Ah Yeah was just typing the same thing lol. 3s to late lol.
It says it's only for use by VRChat Closed Beta Members, what does that mean?
That's roadmapped, yes
The most precarious situation of all 😰
where is vcc looking for git? I already have it installed, but its not a system-wide install. Would be nice to allow the user to choose where their git installation is
You can try the CLI, which should install on Linux. Some commands may try to call into Windows DLLs though. Not yet tested.
https://vcc.docs.vrchat.com/vpm/cli
The VRChat Package Manager is available as a Command Line Interface application, for advanced users and automation.
It's all my programmer art for now 😛
Functionality first, beauty later
Looks less bland than the Unity screen.
im on twitter
I like it! It's pretty and colorful.
We'll have some instructions on using the git package URLs directly and the CLI tool once it's been tested for non-Windows platforms.
hacker
Hey, is there a docs page for this yet. Or is that still a WIP thing.
Yep - that's actually downloaded at runtime, just published an update that will roll out soon 😛
does the closed beta thing just mean everyone?
it's letting me launch it, am i not supposed to use it if im not in the closed beta tester group?
h y p e, thats been the #1 thing I have been waiting for to deep dive into creating some really cool stuff
oooh interesting
I found a bug. When I click Learn, then Search, it produces duplicate letters.
Submit to Canny?
Ye
Thanks!
It means the new version of the welcome.txt hasn't downloaded yet 😛
oh lmao
Neat, it will take some time to properly get a good number of my projects moved over to this, and I already spent a lot of time today just getting my new ssd working...
have you checked for a cat on your keyboard?
do i have to leave it open to download it?
i got it installed and it seems to be working, not sure how to update it
Alright thanks, I will have to wait to see the instructions to use them on my workspace
Thank you, friend-o.
@fading trellis Does this happen to you at all?
yeah that happened to me when i tried signing into twitter lol
i feel like thats done on purpose so you dont go using it like any regular web browser
I seam to be okay, interesting.
Every time I click on any Learn option it adds another letter to the typing xD
Well. This is bad ass
This is like the wikipedia game
Yep. That's why I posted the bug report.
I am at 50 letters per type
bump
So, I can't selected my custom packages?
oh.
I am now in GaijinPot. Where to?
okay gotcha, will there be possible support for normal UnityPackages since some shader author packages are Patreon / Paywall only?
When its says migration delete it should have a warning that your deleting a unity project and are you sure I accidentally deleted a unity project and forgot to back it up
Some people seem to be having issues too; they're also dog people. I posted a Canny. Thanks!
Get to Wikipedia, then try to get back to the VRChat documentation
After reviewing the documentation, I gotta say that I am SUPER STOKED for the Curated and Community Packages update. Being able to quickly import all of the tools I use and update them easily would be extremely useful
create templates there amazing
Found another bug ||/j||
That's a feature
I can't find the download link at all
force refresh
Ok it's not showing up on specifically chrome
shift refresh
o that worked
you where on a chashed version of the site
As far as I can tell, its when ever the CC reloads that it adds more duplicate chars.
okay full file scanned no virus into anyfile
Reload this. 
and multiple other cool thing 😏
Would be good to post on the Canny for comment. Thanks for the insight.
Already did, added a gif showing it happing.
What is the creator companion
tldr: a package manager for vrc
its vrc's version of the unity hub
it appears to read the registry, specifically HKLM\SOFTWARE\GitForWindows\CurrentVersion - either some installations don't set that, or it actually checks against a specific version (which probably doesn't make much sense?)
Ohhh
and adds a lot more stuff
Wait so I can make an avi with it?
when you migrate you can still click the buttons under the box 🔨
yep
Its more or less to make sure everything stays up to date.
So you dont have to worry about what version of unity or what sdk is the newest. etc
project migrating with error, yet everything seems to function, why might that be? (also loads me into a non-existing scene)
Has anyone had any luck with trying to get custom unity packages to add to CC.
yes but you need to add a file like this on your pc in a folder and then select that folder https://vcc.docs.vrchat.com/vpm/packages/#user-packages
Overview
Been sitting at this for a while
my windows backup from yesterday doesn't have that key even though git was installed and useable from cmd, so I assume perhaps some older installers just didn't create that key? or something like that. the auto-install of git detected my old install and just in-place ugraded it though, so no big deal tbh
Is there something I need to do, or do I just need to keep waiting?
if you dont focus the window it goes slower
testing a copy to new folder migration, taking awhile 🔨
29gb~
awwwww yeeeeeeaaaaaa
Whats the offical steps for migration, (Finshed with Errors) dosent exactly tell me much
*'SDK3ImportFix' could not be found. all i get 🔨
an error i'm getting when migrating
Aborting batchmode due to failure:
executeMethod class 'SDK3AImportFix' could not be found.
Argument was -executeMethod VRCSDK.SDK3.Editor.SDK3AImportFix.Run
so, it's a regular issue it seems
thought making a new copy would fix it, it didnt
same here
also tried updating the sdk within the project itself, didn't fix it either
it won't work for me
prob a workaround is making a package from your unity project (if it's not to big ofc lol) and creating a new project within creator companion and importing said unity package
https://git-scm.com/ install this
--^
hmmm, no spaces in project names when creating a new one?
Should we avoid using PlasticSCM?
depends on what you want?
well its not what I want, it's what VRCC wants
it didn't work
restart the creater companion
PlasticSCM is fully compatible with the VRCSDK and the creator companion. You can even have one person migrate and then push everything to everybody else on the project, and they will get the benefits without having VCC installed.
try restarting your pc then cause it likes to require one on some devices
Opened up the VCC Beta Feedback board. Please post bugs and feedback here: https://feedback.vrchat.com/creator-companion-beta
restarting didn't work either
Yep, we're not unsubscribing the keyboard from the view, easy fix for next release 😄
if you open a console and type '''git version''' what does it show?
?
It's looking in your path. We specifically need you to have a system-wide git because the problem we're actually solving is that Unity needs to be able to use git, and does not provide a way to specify the path afaik.
Gotcha, I see folks posting here about needing git and I was hoping I didn't have to switch over
Yep, You don't have to use it, just has to be installed for Unity to find.
i have Unity Hub and Git installed on the same drive
why won't it work?
Yep, Unity can take a long time to process the assets depending on what's in the project. The upside is that when you open the project after this is all done it should open up straightaway.
So I was told for migration, I am supposed to put my usual package install folder into "legacyPackages" but I'm not sure what to put for the hash value if I do this.
in packages.json
will there come support for scopedRegistries?
Topically, I just posted a thread about git on the feedback forum. https://feedback.vrchat.com/creator-companion-beta/p/you-need-git-installed-but-git-is-already-on-the-path
in your case, is git on the PATH or is it just on the same drive? e.g. if you open command prompt at type git version or where git does it run successfully?
this said i have no idea where VCC is checking for git because just having git on the path apparently is not enough
Download The Creator Companion : https://vrchat.com/home/download
.
Music used : https://www.youtube.com/watch?v=snAWszNWhAc
My Discord Server : https://discord.gg/jehUqp6Qr3
:D
powershell, cmd or Windows Terminal but not WSL like ubuntu-like
the hash values are the GUIDs, I'll update the docs with this info (it was a late addition)
but not ubuntu-like
it's command prompt
what you can do to skip it is to add "skipRequirements": true, to the settings in your documents folder
The VPM does not use registries at all at the moment - but we'll add support for Community Repos: https://vcc.docs.vrchat.com/vpm/repos
Repos are listings of compatible packages that creators can use in their projects.
it worked
But if you do this then it's likely that things won't work at all
thats the only way i got it to actually open
Right, you skipped past the screen that tries to make sure that you have git and Unity installed. So if Unity can't restore the git packages in a project, you'll know why.
best way to check is to create a project and see if vrc is installed
I think it found my unity, and if its calling Git on the path (and its a valid working installation of git) i imagine there wont be too many issues
However - if git is indeed in your path and Unity can see it, you should be fine. Right now, the git checker just looks for @"HKEY_LOCAL_MACHINE\Software\GitForWindows" in your registry, so if you have git available in your path but no registry key then you'll have wound up in this state. If this is the case, will you make a canny to support this use case? I did not know this was possible under normal circumstances.
https://feedback.vrchat.com/creator-companion-beta/p/you-need-git-installed-but-git-is-already-on-the-path this is that canny i think
i think i have some kind of frankenstein git setup with some kind of proxy thats calling git in WSL (i assume because i was stubborn and refused to install mingw)
it is technically working though?
is the ClientSims avatar just supposed to be tpose lol
i don't know what to do now
is that a new/migrated project? it looks like git is working but the project directory isnt tracked with git
will there be a way to convert unity packages to VPM's? i have a package i would love to make into a VPM since i use it in every project but all the info on the docs page about VPM is a bit confusing to me
it was a new project
so we cant add these lists yet for our own? (or is that where the userRepos list is for)
Anybody else run into this yet? xXx
https://feedback.vrchat.com/creator-companion-beta/p/cannot-detect-project-type-with-non-standard-sdk-location
try reinstalling git from https://git-scm.com/download/win
i did
Been stuck on adding com.unity.inputsystem for about 20 minutes. How long should I let this sit before becoming worried? I made a backup of my project so im not super duper worried, but id like to migrate
Yep, it's just a small upgrade from the old capsule. Would love to have full working avatars but decided to release instead of spending another year on it 😛
You can add your own packages but not repos yet. That will come after the full release.
Hm, that sounds like it's stalled out.
Oh okay, I like the small improvements though, well done to you guys and Cyan!
will there be a tutorial/ video guide on how to make VPM's? or is it to complex to make a video guide of the process?
Yes, that's what I figured out too. I had git installed for a bit, with the official git for windows installer and can confirm that I did not have that registry key (but git was working, even in UPM).
We'll write some more information around it by release. Essentially, you just need to make a package compatible with the Unity Package Manager and then add gitDependencies: https://vcc.docs.vrchat.com/vpm/packages#package-format
i'll try to figure it out, but it's all a little to complex for me sadly haha
We have some other things on the roadmap for later this year if you just want to make and share prefabs and stuff like that. Making VPM packages is mostly for Unity Editor tools and whatnot.
You can use it to share a prefab and an UdonProgram but it's overkill
ahh i see, so not really for things like basic setup? i have an unity package i always import when i start working on a new project
Ah - for that, you can make a Template! https://vcc.docs.vrchat.com/vpm/templates#user-templates
Templates are used to create new Unity projects preloaded with VRChat packages and settings.
With a template, you can have anything you want all set up in new projects that you make
Can be packages, assets, weird text files, whatever
oh! that's very handy
Oops, those instructions are a little wrong, hold on
You'll find the existing templates in ~/Documents/VRChatCreatorCompanion/VRCTemplates, not CreatorCompanion\App\Templates. The rest is correct, I'll update the page now
oki
Yes
hmm
yeah i'm having issues with udon scripts not upgrading
ill attempt to unpack them all then remirgrate
yeah i unpacked em but the scripts aren't upgrading to udonsharp 1.0.0
i've tried recompiling etc,
Here's a question, for unity packages that don't relate to vrc, stuff like custom hierarchy. Where normally you would have to install them through a git url on the unity package manager. Would we be able to be added to the creator companion to be auto-installed?
There's an instance of that in merlins discord, when I was trying the 1.0 beta I ran into the same issue but that fix didn't work for me
Also, killed the updater process, restored my project, re-running it.
It's stuck on adding com.unity.inputsystem again.
Anything I can provide to help figure out why it could be stalling here?
I have unity hub open in the background while doing this, ill try making sure unity isnt open beforehand
If you add them to a Repo listing then yes, once we allow you to add your own listings: https://vcc.docs.vrchat.com/vpm/repos
For now, you can create a Template if you want to have them in projects from the get-go: https://vcc.docs.vrchat.com/vpm/templates
You could also add them as a "User Package", though they'll then be in your project with a local path which is less-desirable: https://vcc.docs.vrchat.com/vpm/packages#user-packages
InvalidOperationException: Cannot run serialization on U# behaviour 'star_wars_sprite (GripScript)' with outdated behaviour version, wait until program assets have compiled.
any idea how to fix this? happens with any script it tries to upgrade
force upgrade seems to do nothing
i think i may have fixed it by deleting some scripts, time will tell if it compiles
yup it's good now
what did you delete?
the udonradiocommunication script
had a fieldchangecallback that i guess the udon upgrader didn't like
ah
Is that a public prefab? I'd love to test it and see if I can repro the issue if so.
yeah this is it
When I was migrating my projects, they all seemed to fail with executeMethod class 'SDK3AImportFix' could not be found.. This seemed kinda like a false error, because when I open the project again, it had the full menu. The bigger deal that I noticed is that when a migration failed, the popup window gives you the option of opening the Unity project, or deleting it. There's no way to simple close the popup. I would end up just opening Unity, then closing it. A simple popup close button in the top right would help.
Can I change which harddrive this copies projects to?
Been stuck at this for 2 hours now
It just copies into a folder which is a sibling of the target project, so you can move that project first
perfect, thanks
huh.. i assumed it was a problem because my migrated project also failed to load in unity. it had the sdk loaded but it otherwise empty
How big is your project? Mine is 14gb and it only took about 10 minutes
Hm - unless your project is HUGE, it may have stalled out. You can try force-quitting the Unity Editor it opened in the background and then opening up the project in Unity normally to see what state it's in.
mines 4gb and also hung :p
Mine is only 4gb
I just made a change to this system so something may be wrong there. Trying it now.
The unity editor never opened
I did this when mine was hanging. It opened normally via Unity Hub but couldn't open at all via the companion, had a bunch of errors related to U#
Do you have something like this in your process manager
It opens in batchmode, so it's just a running process, not a GUI
Not that specifically. I see the unity crash handler but not together with the creator companion like that
Anyone else stuck on "Adding Dependency com.vrchat.worlds"
?
or is it actually doing something
If you've moved the standard Windows folders (for example to a network share) then the installer may crash with the error "Failed to expand shell folder constant userdocs".
If you're dealing with network drives, then this article may help: http://www.winability.com/how-to-make-elevated-programs-recognize-network-drives/
If you map a network drive, then programs that you run [as administrator] may not recognize it. This article discusses the issue and offers a solution.
found that by doing a google search and picked up one of those random windows help sites lol
maybe it will actually help who knows
Oh wow! Thanks @quaint notch , that's more than I knew.
here's where I copied that from https://www.unifiedremote.com/tutorials/how-to-fix-failed-to-expand-shell-folder-constant-userdocs
Unified Remote - The remote app for your computer.
Yeah, the installer needs to copy documents into your Documents folder. If the installer can't find it, then the VCC may not be able to find it, which will be bad because it relies on that folder for a lot of stuff.
It sounds like the issue is the installer runs with a different privilege than Unity (or VCC)
so VCC probably can find it, but not admin programs like the installer?
I don't think that's an acceptable fix...
(though the installer debatably shouldn't be admin)
did it do a UAC when you ran it?
(what if you do compatibility mode to force no UAC)
I don't have UAC enabled.
so it will run non-elevated
how does windows even work without UAC? or are you running as admin
hm, Companion said it failed to mitigrade and gave me the option of either opening it or deleting it. i opened it, and it has no errors?
everything looks fine
not a single console error
does this part take a long time?
It would depend on the size of your project but I wouldn't expect it to take longer than 10 minutes even for the most insane of projects
okay mine is 20gb lmao
14gb minutes took 10 minutes, maybe give it 20, then freak out.
Alrightyy
Was it an Avatar or Worlds project? I think there's a small logic error in the Avatars migrator which happens right at the end.
big Avatar project! The only weirdness I noticed was the uploader freaked out about texture mipmaps which was already set correctly before
correction. I don't have UAC Prompts enabled:
otherwise, everything is working 100%
Is your Documents folder in its typical location (like C:\Users\Username\Documents)?
nope
I don't do that and it's never affected any other programs, so it's weird that whatever this installer is doing would worry about that.
I keep all of my windows library folders routed to a NAS
Been like that for 15 years now.
would this be something i should make a canny for? sometimes an unity project is still considered "open in another program" even when the project is not open or added to the project lists in creator companion
I've converted a 4-month old world project with the new client, and I have a dialog about using the new Unity input system. Should I enable the backends?
Ok, would you file a canny for this issue? We're using InnoSetup, looks like we have some options for ways to handle this.
Yes, though it may prompt you to change them back.
Thanks, I was unsure if the SDK even used the new Input System
who thought this was the right way to do this
new project does not seem to want to open into this scene, instead it will open in an untiled scene? is this a bug or are you unable to use folders for your scenes?
ClientSim does
The right way to do what?
I could never get that to work even though Unity says that's how to do it 🤷♂️
hmm odd, well guess i'll use a temp scene within the main folder
The creator Companion is a Unity application? Interesting choice for development
I mean, it's a team of unity devs
resize a window only by a settings like that
this isn't a game and it should be available to be resized to fit my workflow i feel
Definitely one of the more unconventional choices I've seen for making an application like it, but if it works, it works.
reasonable, i may just be nitpicky but I do wish I could just resize the app the normal way
Only downside is the launch time and overall heaviness of the application
Ehh.. scalable windows are kinda weird to set up. Takes a lot of tweaking to get just right.
Seams like it would be fine for the beta
yeah for sure lol. for the beta i suppose it's fine, hoping they'll get scaling working later then :P
Could always make a canny post about it
where would update be announced in the future, in the companion app itself or still on discord? and if on discord,in which channel would it be?
Yeah, I understand that. But this app hasn't had a real design pass yet and has to stay at a 16:9 aspect ratio so free-resizing is not possible at the moment.
Yay, no more painful manual SDK updating! I can finally move away from mega-projects!
i never use mega projects, since it can become quite messy when working on commission and when i want to use different versions of avatars/tools
I'd already starting moving away from it earlier, but keeping the SDK updated across multiple projects gets annoying fast.
true
The VCC itself will show when there's a new version of the VCC available, and you can install it from within the app itself. New SDKs will show up in the Official Package Listing within the VCC.
That's still much easier than having to manually open every project then drag n' drop to update the SDK when a new one releases lol.
also question, i myself dislike having the samples folder in my projects, is there a way around it appearing within your project folder?
You can delete it, but it may contain programs and prefabs you're using in your project.
ah okay
last question/issue of the day from me, the default scene seems to only ever work if it's the original scene file (VRCWelcome.unity) no other file seems to work at all (even if it's VRCWelcome.unity but renamed)
anything to do with udon# seems to be acting up rn since it updated to 1.0.0
pinning might be handy, oops
done
sorry sleepy, meant pinging
oh whomst've should i ping?
i am trying more
i am in no real dilemma i can roll back if need be.
was meant for you, udon# is currently acting a bit up since the 1.0.0 update
It would be nice if one of the options on this screen was to view the errors
Default location for config file being in the documents directory instead of appdata is not great
Scroll speed in the UI is not respected
having verification of the signature and certificate somewhere would be nice in case the download gets hijacked or something
Is anyone else having issues trying to get projects with git added to the CC?
I get a "looks like the type Unknown, which cannot be added" using my git backed project but none of my other ones
Settings page takes about a year and a half to load for no clear reason without even so much as a loading indicator
This is great feedback, but posts to the channel will be washed away quickly. Please make Canny posts so that we can keep track!
Refresh button on the unity versions selector displays above header element
just posting a bunch of stuff right now
plus this better visualizes just how much I've found wrong in a short timeframe
this has taken an hour and 15min, what to do
Click on Settings and make sure that the path to your Unity editor is correct
I don't think it should take that long, might need to try again
I will try again
i tried to create a new project with vcc
it showed a warning saying i don't have git installed then it crashed
Some users have issues finding and working with files in the AppData folders, not so with Documents.
If settings is taking a long time to load, it's likely that it's doing a full-search of your system to find your Unity Editors.
-+
Can you try this version? Patched in a fix for you. https://vrcpm.vrchat.cloud/vcc/Builds/0.2.2/VRChat_CreatorCompanion_Setup_0.2.2.exe
(everyone else will auto-update but that doesn't help if you couldn't install it in the first place)
I don't think it actually matters that some users can't find the appdata folders since you have direct links to the folders in the UI.
Yes mine are in a nonstandard location, however, the settings page should load instantly and only the dropdown should show a busy indicator while it searches for the binaries. This is about UX and less about the settings taking a while to load.
https://feedback.vrchat.com/creator-companion-beta/p/bug-020-settings-page-is-slow-to-load
ah i believe my issue was i had an error migrating the first time
this time it's doing loads more
nope nevermind same error
It works!
I’ll update the canny, too so it’s all tracked and official.
But its past work hours for me, I’m watching bad movies with friends rn
when you add a project it pops up with some [INF] status at the bottom saying it's adding the project.... and then never sends any status to say it's done
sat waiting for a while confused what was going on but it was actually already done it just never said anything about it
Its been hanging on this for a good 10 minutes now, should i just stare at it until it moves?
also.. mildly confused why the VCC has locked resolution settings, of all things
i can see it's not using something conventional for its UI framework since the text looks all weird and there's no visible pixel hinting but even vrchat itself lets you freely resize so dunno what's up with that
Wut wus it
cringe "crasher gang" audio
Lmao
said "goodbye tupper" or someshit
It’s because the UI layout isn’t flexible yet
not responsive?
Right
well, i guess i can kind of see the point, but at the same time, i think personally i'd honestly see the UI crumple and not look right at weird aspect ratios rather than not be able to touch the window size at all
You want it smaller than it gets or bigger than it gets?
more so that i want to be able to do things like snap it into a grid on the screen
i usually do things like snap unity or so to the top or right and then use windows' autosnapping to fit docs and other tools in
Yeah, after it gets a design pass
alright, cool
i got a feeling this isn't going to migrate
Make sure to update to 0.2.2 first
is it ok? 
thank you
that's what i'm on, still hung trying to add the inputsystem
can the New VCC be downloaded on Mac, I seem to be running into a problem via file type
also, with clientemu i think the menu should dismiss when you press esc instead of having to press close menu because iirc that happened with cyanemu and if i'm messing with shader things or i'm standing next to a wall i can't see the menu to close it 😵💫
it looks like the beta is targeted at windows solely, and it might run in emulation, or through dual boot, or anything else that lets you run windows programs on a mac but it's not released as a something that will run on mac, unless there's another package somewhere that i overlooked
is anyone having any issues launching the game using the quick launcher? when i hit launch, the quick launcher closes, but nothing else happens
We only fully support Windows for our tools, sorry. Other options will come later
Do you have it pointed at a valid vrchat installation?
Unity requires you to click in the game view to recapture the mouse.
i get that bit, what i'm saying is that when it's focused and the menu is up pressing ESC should dismiss the menu and it doesn't seem to do so
i can click all over the menu and pressing esc still only works to bring it up
still this, i'm gonna kill it, delete the migrated folder, make sure it isn't still there in the vcc, and try migrating again
@tepid sleetbro r u even a vrc content creator
i loaded up my pre-migration project and can confirm that cyanemu does indeed allow you to both bring up AND dismiss the menu with esc
honestly sometimes.... i doubt myself
literally worked in IT for what, 5 years now
software for 10
forgot to link a damn exe right
SWEAR to god dude im done
hahhah
you n eliza are literally the most helpful mfs in the game with avi stuff tbh
monka
3rd try is the charm apparently?
If the vcc hangs while adding the inputsystem package, the likely incorrect but effective way to fix it is to close it and try migrating a copy again until it just works. which is honestly entirely acceptable to me
here's my new wall
we're through, with errors, and some missing prefabs
Is there going to be a way to use the new packaging format without the creator companion? I looked at the docs and thought it would be the case because it was using Unity's built in package manager, but there are no base, world, or avatar packages using the VPM format in the downloads sections on the website.
:C
Why is the UI in unity instead of well anything else?
Could just use WPF or any half decent desktop system and use an interface between unity player and the frontend
Would also make it easier to add multi language support, accessibility features,
I'm assuming that if you export a project made with VCC into a Unity package, you'll need to have a VCC-created fresh project to import the package into to make it all work?
I think unity hub is messing with the companion as it errors or rather stalls when trying to open unity
very exciting this new Creator companion stuff
I just get this
loading up the unity project it made in unity hub to see if its even all there
Will UdonSharp ever be included in manual SDK downloads
U# will always be a separate package.
Thanks Windows, but I know what I'm doing 😛
Did ProTV break with this? Because after several reimports I'm still getting this
Partially depending on how funky unity did things.
Also if you are using a prefab, those contain nested prefabs which can cause issues.
My plan is to look into this within a week and get a DIY fix written up for existing projects (official 1.0 supported beta release soon™)
Nested prefabs will lose their references. I noticed this on my media player too.
Question about Launcher, can you launch multiple instances of the same account and wander around with all of them at the same time? why is there the "Launch all selected" or is it just for testing stuff quickly?
That's for having multiple accounts, you can put each one on a different profile
Ah, I see.
You can launch the same account multiple times at once but they can't be in the same instance
Cant they? you used to be able to build worlds and test with two of the same player at the same time.
if you launch from the SDK you can do that, yes
but that's not a real instance, and those accounts cannot go to a real instance together
so uh. Error: Could not load signature of VRC.Dynamics.MathUtil:DistancePointToPlane due to: Could not load file or assembly 'Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none>
this is from vcc created project
Migrating a project disabled the flythrough camera, so now when I hold right-click and press wasd nothing happens. Does anyone know how to re-enable it?
I also can't double-click to rename things which is a problem because I don't know how else to rename animator parameters
just restart unity, I've seen that happen before
shouldn't be related to creator companion at all
I did once already. I'll try it again
It is still broken, is it related to me not enabling the input manager package?
Try closing the scene tab and open it again.
It's not just the scene tab, biggest issue for me is I can't double click to rename things
oh I just realized that I'm being log spammed every second that my editor is open... There's something really wrong with my project
I installed Git and it let me thru, but I tried to install the Unity Editor thru Creator Companion and did not work + when I have installed it manually it does not see it
its just stuck
ok fixed it myself >_>
0.0 neat
so... is there a channel or anything so far to talk about creating packages for the VPM? I don't see anything, only this channel related to creator companion.
Neat if it worked for me lol
whats not working for you?
well the screenshots look functional.
ahh, I see
that is indeed not correct
is this the first time installing unity for you or have you already had it installed before?
I have unity and git installed yes
Oh before anyone asks, yes I tried to restart PC, Yes I tried to reinstall, Yes I did clean reinstall
Gotta wait for Momo 
it doesn't get further for me either, but it seems it is actually done.
if I open unity afterwards it is all migrated
i had 2 projects stuck there, one avatar and one world
but the avatar project migrated fine i just force closed it lol
the world however has errors
you can see if it migrated correctly by just looking at the unity package manager afterwards and check the console for any errors.
the CC shouldn't really have much to do anyways, it just edits a few files and unity then takes care of downloading the packages and installing them. the last step in the migration process, the background unity process... just kill CC and open unity normally, it'll do whatever needs to be done.
it fails to open?
what error does it spit out?
I never tried that as all my projects are in git... so can't tell about that myself....
either way, we can work out the issues I'm sure and make it work
if there are package conflicts we can always just nuke the packages again (either manually or though CC) and try again.
oh
check the package manager (window > unity package manager)
I assume it installed the packages in the main project
and not in a copy
which... should work fine, but you can never be fully safe
ah yeah
well this should work.
I don't see any reason to revert from there
fair
Good morning.
It's not working for me
I had to install manually the unity version, again, and the tool isnt detecting the unity version
seems best idea for now is to manually dup your projects as to not lose them and then use migrate in place NOT Migrate as copy as it seems to break things as I posted in #open-beta-discussion before I saw this
Fully of stolen avatars right? ;)
Beware of this person, he is part of a team that steals your avatars without permission and sells them.
Give up while you can, forget the dark side.
The problem is your mafia.
You hide and do not want your business to be made public. Thieves!
Yea I was just gonna ask @crystal estuary Is complaining someone is in that server but they only know that because they're there too
hmmm Interesting..
🤢
BuT iTs DiFfErEnT fOr ThEm To Be In ThErE
My guess is I'm just in there to call out people who's in the server! But doesn't apply to me no
Ayo they left it now
it's almost like some people are in it just to get blacklisted (including me)
Right ? 😆
But then again they were in the server too, shame! Ding
Why even do callouts in this thread of all places? Call outs are against the rules, and why in the VCC thread. Like wat.
Users who do not want their avatars to be downloaded have to add their user to their "black list" through the bot they have, which is still disabled and no one can protect themselves.
@ember charm Like you DID
Do not be one of those who defend this mafia.
Honestly users don't have to do jack shit. I wouldn't trust thieves to not steal my stuff. I've never engaged with them and never will. No sweat off my back.
There are many content creators who are forced to enter their discord to be added to the blacklist. You still have to thank them so they don't steal from you, it's horrible.
Nobody is forcing anyone to do shit. Just ignore their existence.
And yes. Way ot
I just wanted to portray Birb, who belongs to the group and also participates here ;)
It's easy to say when you're not an avatar creator and have to make a living while a group steals them without your consent. We have to act against them.
Yeah. But call outs are against the rules
!!!
I am tho.
I don't use my own avatars in public at all. Can't be stolen if they never exist in their VRAM or download cache.
So how about that vcc
VCC good.
VCC Broken :/
The problem is not using them in public. The problem is being in a Friend+ and your friend's friend has the mod installed and your avatar is uploaded to that website without your consent.
The future potential of vcc is amaze
Off.
Topic.
!!!!!
I literally only have a single friend I play with. That's not an issue.
@Active Chat Mod
Yea..
It works just fine for me, what's broken for you?
I gotta wait for Momo to wake up cause I'm assuming its night where he is and see if he knows why would VCC go brrrr
Posted pics and vid bit up.. lemme find a link to it
There's a lot of little issues
Lmao
Lmao
Didn't you read the docs? It uses direct neural interfacing to control the UI now
Works for me, but probably because I already had Unity installed before VCC.
Do you have Unity installed to a non-default directory?
nop
Weird, that menu works perfectly for me, shows all the correct options and switching between them works.
You have Unity installed as stand-alone or through Hub? Mine's through Hub.
Then you should have the same config as me... No idea why it's broken for you.
Oh hai @ember charm. It looks like the VCC cannot find your Unity installs. The CLI tool can help to diagnose things a bit if you're willing to install that: https://vcc.docs.vrchat.com/vpm/cli#installation--updating
After installing, you can run the list unity command to see what the VCC sees.
The good news is that it's found them! What's the result of running vpm check unity?
Ok, weird! That's the same function that the VCC calls. I'm guessing that pressing the 'Refresh' button next to the Unity Editor dropdown in the Settings screen doesn't do anything?
Any errors or warnings in your log? You can open it up by clicking on the log bar at the bottom of the screen.
Hm, maybe a permissions issue? The app should be able to write to Docs. Can you try launching as Admin to see if that changes anything?
I attempted full reinstall,
- Uninstall via Windows
- Remove any left overs from Program FIles (were none)
- Cleared Documents and LocalLow Appdata
It was able to create a settings file and the logs folder though 
Also CLI migration
Interesting, starting as Admin worked I think ?
Docs folder is also fuller
Oh yeah - it was missing the EditorSettings.asset file it expects to find in the VRCTemplates folder, which didn't exist before.
Well, now different issue
Adding project, and that's it nothing more happening.
Did you do a second migration which finished? If not, that project might be in a weird state.
Even if i try on diffferent project, same thing happens.
Let's see if new project creates.
this is with the program running as Administrator?
Correct
Will report back in bit with New project.
Please wait
Project created, loaded and working tho.
Menu below is interactable, Please wait is stuck forever. @fervent wave
Should I attempt restart VCC and see if the Project is in the Projects list ?
3x Connected to localhost ?
Yep. It looks like the VCC never got a signal that the project finished
just once. Doesn't log disconnects
the VCC opens a TCP connection to the project
Restarted VCC and the Project is ofc not there and Adding it does not work.
Is anything listed under userProjects in your Settings file?
Empty list
{
"pathToUnityExe": "C:\\Program Files\\Unity\\Hub\\Editor\\2019.4.31f1\\Editor\\Unity.exe",
"userProjects": [
],
"unityEditors": [
"C:\\Program Files\\Unity\\Hub\\Editor\\2019.4.31f1\\Editor\\Unity.exe"
],
"defaultProjectPath": "C:\\Users\\suchy\\Documents\\VRChatProjects",
"lastUIState": 0,
"skipUnityAutoFind": false,
"userPackageFolders": [
],
"windowSize": 0,
"skipRequirements": false,
"lastNewsUpdate": "2022-05-18T<t:1652885516:t>:57.3063027Z",
"allowPii": false,
"userRepos": [
]
}
Yep, looks like it's having an issue adding the projects to your settings file. Is it writing logs to disk now? Ideally, there'd be a related warning or issue there.
Logs don't contain anything about warnings, Logs have just a singular line when Attempting to Add project.
2022-05-18 19:02:08.062 +02:00 [INF] Adding Project C:\Users\suchy\Unity\TOSVRC
2022-05-18 19:04:18.044 +02:00 [INF] Adding Project C:\Users\suchy\Unity\Rantichi
2022-05-18 19:04:27.821 +02:00 [INF] Adding Project C:\Users\suchy\Unity\TestProject
Can you try vpm check project [<name>] from the command line?
The newly created ?
like vpm check project C:\Users\suchy\Unity\TOSVRC
ok, how about the TestProject?
Ok - I appreciate all the testing! I'm not sure what's happening yet, but I see a place where I can add some additional logging in the next build. Will you make a Canny about not being able to add Projects to your listing so we can track this?
If you want to move forward with testing other things, you can try adding one of your projects to the settings file manually, it would look like:
"userProjects": [
"D:\\Projects\\VRC\\worlds-sdk-test-3-3-22"
]
I will create Canny yea, Not much info I can put on Canny though. Also let me try editing the json real quick.
Momo, would you mind answering this for me? Thanks
There are ways to do it, yes - but they are not officially supported right now.
got it, thanks
Creator companion just did a very odd thing. i told it to save projects in my usual folder, E:\OneDrive\characters\vrchat\Projects but it got confused along the way, as one level up, i had a folder named Assets (completely unrelated to any unity projects) and it started trying to load in all the assets in that folder for hte fresh new project i created
If we're pulling a package from a github, like poiy for example, what would the com.mydomain be for the manifest json? Or would we have to wait until they add VPM compatibility?
It would be whatever they put as the name of the package in the package's manifest (package.json)
Creating a new world project, and removing the SDK - Base, causes the project to suddenly be "UNSUPPORTED"
Yeah, don't do that
Lol alrighty
I think the bigger issue is that we need to allow things to be done to 'Unsupported' project types, like allowing migration and package management, etc.
I'm already impressed how user friendly you made it
Heya! So, I'm one of the unlucky ones :c
I'm experiencing the same problem Miner was / is, and I've tried the steps you guys mentioned but no dice. To recall:
- I first tried just migrating the project - it got stuck on importing InputSystem
- I restarted it and it started migrating to -2 folder so that's very cool but still got stuck there
- search here for some steps of what I might be doing wrong
- got vpm running, it's listing my unity installation and detects the project as legacy
- tried migrating - failed
- restarted the terminal as admin and tried migrating again - also failed
- as a "I wonder what will blow up" I've tried migrating a "migrated" project - sadly nothing blew up, but it also failed
- tried checking the "migrated" project - it's detected as legacy
- tried adding the "migrated" project to the app - it's detected as legacy and I'm told to migrate first
Then I thought maybe I'll just create a fresh project but no dice here either - it failed with "could not find unity installation" in the logs.
Weirdly enough, after checking which unity it detected and reselecting it from the drop down - creating a project magically worked
Maybe this will help with debugging a bit, it's an awesome thing already!
why i go in to playmode i cant press accept on the prompt to move around
happenes in a migrated project and a brand new one.
I think Packages should be split up between Packages for World and Packages for Avatars. It would keep things more organized and would prevent accidentally adding things like U# to your Avatar Project.
https://feedback.vrchat.com/creator-companion-beta/p/differentiate-between-world-packages-avatar-packages-and-packages-for-worlds-ava
they are though
then why can I add the World SDK, Udon# or the VRCht Client Simulator to my Avatar Project?
That was my whole point lol
My suggestion was to differentiate between Avatar and World Packages, so that you would only see the one who are made for Avatars for example when you have SDK3 Avatar installed.
It's all explained in my canny
i'm not sure how you accidentaly do it though.
making a new project automates all this so there is no reason to do so.
That's just one point of it. When you have multiple User Packages for example, it's hard to filter out with one you would want to put in your new Avatar Project when a tone of stuff for worlds is in between.
Same goes for the Curated Packages, when we are getting more of those it will be hard to just search for World stuff.
well... i cant even get pass this https://cdn.discordapp.com/attachments/449386885299830794/976417162967269406/unknown.png
so there is auite a bit off in general
It's in general a bad idea to put things you should never mix together in the same list.
what's the problem?
oh yeah make "curated for worlds" and for avatars
i cant press "accept"
it can highlight it but clcking dose nothing
all i can do it crouch/prone
i even made a fresh project and it's the same
hm that's weird
Any warnings or errors in your console? Is this true even with a project made from a template and then run?
Hm wierd, I also just made a clean project, no issues here
Does it work correctly in the UdonExampleScene?
If it does, then check that you have an EventSystem in the Hierarchy of your test scene.
Very strange. I don't have any other ideas at the moment, sorry. You can file a Canny so we can track the issue, though we'll need to figure out what's different about your setup since we don't have this issue internally.
i am using 2019.4.31fi still i do not think the unity version changed.
i'm not really sure why it is a fresh project made with the CC
let me make another New>World
Does it work in a basic "World" project made from a template which does not have anything custom in it?
ie - don't import your "Indoorhangout" folder or anything else custom
Do the errors disappear when you press 'clear'?
Yeah, you have 0 errors now.
I'm not - if that's not working then there's something else wrong in the project
i can crouch and prone
not really sure what else could be wrong...
i assume adding updating packages is instant?
casue i just see a [INF] when i do
for the time remaining
Yeah, sorry I just have no idea what's going on for you. You can file a Canny so we can track the issue, though we'll need to figure out what's different about your setup since we don't have this issue internally.
yeah mine is pretty weird at this point
here is what i have done
after migrating 3x
the last time i was able to complete the migration no errors
didn't change anything just kept rebasing and trying again through source control
after i get into my project with all of it all setup i just get spammed in the console about stuff
i'd put pictures but it's always different
but the common word in the error is about serialization
about the only thing i can do to get it to stop is to remove the u# proxy files once i do that it starts having issues with my prefabs
very strange
Granted this is with an already developed in project i have yet to try it on a new one but i assume it would be okay 🙂
^
Yeah, sounds like issues with U# programs. The latest version of U# is stricter about certain things that were "discouraged" before and "not supported" anymore.
is there something i can do? or will it come with time?
also i tried a new project and other than needing to do a restart after inital setup it worked 😄
If you want some help, a good start would be to post the exact errors you're getting in the console and any other related information. I can't do much to troubleshoot "spammed in the console about stuff".
Is there any info present on the inspector for that UdonBehaviour?
alright sorry had to recreate it
standby
InvalidOperationException: Cannot run serialization on U# behaviour 'Nhiea Manager (NhieaManager)' with outdated behaviour version, wait until program assets have compiled.
inspector is all unreffed but other than that looks normal
InvalidOperationException: Cannot run serialization on U# behaviour 'Nhiea Manager (NhieaManager)' with outdated behaviour version, wait until program assets have compiled.
UdonSharpEditor.UdonSharpEditorUtility.CopyUdonToProxy (UdonSharp.UdonSharpBehaviour proxy, UdonSharpEditor.ProxySerializationPolicy serializationPolicy) (at Library/PackageCache/com.vrchat.udonsharp@f3a6ecd97c/Editor/UdonSharpEditorUtility.cs:966)
UdonSharpEditor.UdonSharpEditorUtility.UpgradeSceneBehaviours (System.Collections.Generic.IEnumerable`1[T] behaviours) (at Library/PackageCache/com.vrchat.udonsharp@f3a6ecd97c/Editor/UdonSharpEditorUtility.cs:532)
UdonSharpEditor.UdonSharpEditorManager.OnEditorUpdate () (at Library/PackageCache/com.vrchat.udonsharp@f3a6ecd97c/Editor/UdonSharpEditorManager.cs:748)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Delegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.MulticastDelegate.DynamicInvokeImpl (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Delegate.DynamicInvoke (System.Object[] args) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <a259d3c004024353a2c217da97495055>:0)
Thanks for the details! I'll bring this to the U# team to see what they can figure out.
yuh!
I got this error when creating new project via CreaterCompanion app
The creator companion app is just hanging on a white screen for me when launching
Can we link any github in the sdk ? So someone get alert when there a new version ?
After migrating my world using the VCC beta, opening the project gives me this modal
Clicking yes causes unity to crash, and it will keep crashing each time its opened.
If I go with no, unity launches, but ClientSim is not a happy camper
Applying these changes causes unity to crash again.
Applying the Input Axes fix is successful, but applying the Input Manager fix causes unity to crash, and the project can't be opened again.
error.log from unity looks like some memory issues?
Trying this on a much smaller project to see if I get the same issues
Everything was fine with my other world. So there's something with my bigger world that isn't working well with what's happening in "Set Input Manager"
Stacktrace from Editor.log
With the large project. I removed UdonSharp 1.0.0 and the project launches!
Adding UdonSharp back via the VCC causes the project to crash again though :/
InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at UdonSharp.Compiler.Udon.CompilerUdonInterface.AssemblyCacheInit () [0x00153] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\Compiler\Udon\CompilerUdonInterface.cs:162
at UdonSharp.Compiler.Udon.CompilerUdonInterface.get_UdonSharpAssemblyDefinitions () [0x00001] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\Compiler\Udon\CompilerUdonInterface.cs:53
at UdonSharp.Compiler.CompilationContext.IsUdonSharpAssembly (System.String assemblyName) [0x00019] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\Compiler\CompilationContext.cs:230
at UdonSharp.Compiler.CompilationContext.GetAllFilteredSourcePaths (System.Boolean isEditorBuild) [0x0003c] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\Compiler\CompilationContext.cs:207
at UdonSharp.Compiler.CompilationContext.GetAllFilteredScripts (System.Boolean isEditorBuild) [0x00001] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\Compiler\CompilationContext.cs:220
at UdonSharp.UdonSharpProgramAsset.IsAnyScriptDirty () [0x00008] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\UdonSharpProgramAsset.cs:256
at UdonSharp.UdonSharpProgramAsset.CompileAllCsPrograms (System.Boolean forceCompile, System.Boolean editorBuild) [0x00001] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\UdonSharpProgramAsset.cs:292
at UdonSharpEditor.UdonSharpEditorManager.RunPostAssemblyBuildRefresh () [0x00013] in E:\VRChat Assets\Worlds\TatersBaitShop\Taters Bait Shop-2019-Migrated\Library\PackageCache\com.vrchat.udonsharp@f3a6ecd97c\Editor\UdonSharpEditorManager.cs:124
at UnityEditor.AssemblyReloadEvents.OnAfterAssemblyReload () [0x0000d] in <a259d3c004024353a2c217da97495055>:0
(Filename: <351e49e2a5bf4fd6beabb458ce2255f3> Line: 0)
Seems to be something going on in CompilerUdonInterface.cs
Momo (becasue i don't i think should At mods) heads up it was becasue i had a controller plugged in???
silly bug but w/e
Thank you for letting us know! We can add it to the known issues until we fix it, at least.
i had a DualSense (PS5) plugged in if it matters
i'm not sure if steam converts it to x-iput or not for everything.
When setting up the Creator Companion, I had an issue where the app wouldn't find the unity version. I had to go into settings, then click the refresh button to get it to recognize the install.
2022-05-19 01:07:07.328 -04:00 [ERR] Cannot find Unity exe at
2022-05-19 01:07:07.330 -04:00 [ERR] Could not create project at C:\Users\swinx\Documents\VRChatProjects\StoneValley from template C:\Users\swinx\Documents\VRChatCreatorCompanion\VRCTemplates\World
1 thing i like to see. have a tool that can take old file and full bring into creator-companion without having make new file.
having no control over where the CC stores temp files is nice... I can set the install dir but git and all temp files are automatically installed on c? how rude... how about we change that huh? for the same reason we choose our install dir, we might not want to be forced into using a particular drive.
For me both automatically where in my projects after migration
Than write a canny about that
Migrating a world project be like
But it's mainly the issue of the new package manager using a open beta udonsharp version
Wonder if i can just downgrade udonsharp to a stable version
ok. i think i got idea how take old project and move it into creator compnion. you need to delete sdk and udon shape
You can install git wherever you want as long as it's in your path and registry before you start the CC. As for the temp files, do you mean the items in your Documents folder?
Nope, need the new version for compatibility with the VPM SDK, but we're working on fixing UdonSharp upgrades.
I am trying to use the VRChat CreatorCompanion. When making a new world project, it says it cannot create from the template. When trying to add a Unity project, it does not work when I choose the folder containing the Unity project.
Also what is the difference between a World project and an UdonSharp project?
One has udonsharp, one doesn't?
is this meant to exist again? https://cdn.discordapp.com/attachments/835462153208594433/976962628343693342/unknown.png
Can you post the exact error messages you get?
Is the UdonSharp project a World project as well?
thank you for the docs
Quest World project crashes after setting up ClientSim and ClientSim saying you need to restart unity
Only resolved by deleting ClientSim
mmh well deleting and readding fixed that issue
how will the companion interact with projects multiple people work on remotely?
Any time you update packages using the companion you should push your changes just like any other change you make. Other people will be able to get those changes and use the project just fine. If they don't use the companion they won't care, if they do use the companion they'll see the same thing you do
I know that the custom repo's are currently not enabled, but is there an alternative way to test retrieving a package from git URL's with VCC currently?
You can enter the git url directly into the Unity Package Manager using add from git url...
That's all the VPM does really, when it adds a package
That won't do the gitDependencies automatically though, right?
that's right - Unity doesn't have a way to do git dependencies
Alright, so for testing I would need to do those first the same way before the package itself then?
Ooh - just checked the source code and you can use the CLI to add a package and it will resolve the dependencies for you: https://vcc.docs.vrchat.com/vpm/cli/#add-package
you'll have to have the package saved locally, but you can test its gitDependencies that way at least
(you pass in an absolute/relative path to the package dir)
Ah, ok. Let me try that
I can make the next version of the CLI support adding packages from git urls that way too, so you can test
That would be really helpful, thanks!
yeah, the issue was with having CC handle the git install. If I installed everything manually the issue would be avoided but I wanted to test the functionality and performance of the CC. The automated install of git from CC used the primary drive and subsequently all vrc git projects (sdk, u#, cs) were also stored in the git temp directory. I don't recall any prompts from git when installing using the CC but ill find out again this weekend when I clean up the mess.
Yeah, we install git silently: /SILENT /NORESTART /NOCANCEL /SP- /CLOSEAPPLICATIONS /RESTARTAPPLICATIONS /LOG=\"{_gitInstallLogLocation}\" /COMPONENTS=\"gitlfs,icons,assoc\"
so then just manually install git and link it later?
Yeah. Right now, the VCC checks for a registry entry for git but I'll be updating that to check for a good response from git --version instead since some people have git installed and available in their path without a registry entry.
rgr, thanks for the feedback momo. cc is looking very convenient so far.
huh
One more question, is the legacyFolders option of the manifest not functional right now without a given GUID? The documentation says it should use the directory path instead, but it doesn't seem to ever delete the folders if I try that. I'm formatting the paths in the manifest the same way the Avatars SDK does, so I don't think it's that.
it should work without a GUID as long as the path matches something found in the project (Make sure to start with Assets/)
Oh, let me try that. I was using Assets\\ because the SDK used it.
sorry, I was paraphrasing - Assets\\ should work well (windows wants them double-escaped like that when reading from json I think)
Ah ok. Regardless, neither seems to be working for me strangely. When I import the package with one of the folders present, it just leaves it and causes all the duplicate class errors.
We haven't tested it on any third-party packages yet. If you can provide the manifest and an example project, we can test it here and see what's going on
Sure! Do you want the full package the manifest defines as well, or just the package.json and the example project?
Also, where and how would you like me to send it?
You can zip it up and send me a link via Google Drive, DropBox, MegaUpload, etc. I'll send you a DM.
with avatar 3.0.4 and base 3.0.4 it keeps looking for worlds when i try to load my content, and keeps saying I'm not logged in when i clearly am there a fix or should i go back an update for now?
Hm, yeah you can try swapping to 3.0.3 through the VCC. Should be able to do it with the project open and everything.
ill do that then, want me to make a report for this?
https://feedback.vrchat.com/creator-companion-beta/p/avatar-304-login-bug report made and iv downgraded fixing it
yes thank you windows
Ping reply to three day old message moment.
What's the point of the scrollbar if the log buffer is tiny?
You can look back a little if you want to check something out. But you're right, it's not very useable - I implemented the log as a scrollable area but Unity was unhappy with the length of the contents so I had to cull it as it moved along. Would you personally want a bigger buffer or just no scroll bar?
considering the ui still functions in the background during migration neither, Add a small progress bar in the list of projects indicating migration is happening, then being able to click on the progress bar to view the logs
I had some projects that kept importing every time I opened them, running them through migration with creatorcompanion fixed them, wohoo
massive time gains
if i export a project to a unitypackage will sdk still be included?
need that info for a commission
so I did a fresh install, brand new udon project, and I got this error as soon as a made a scene descriptor https://pastebin.com/f0cYUAZy
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
any ideas?
(this was done after i set up and used the Creator Companion)
No, and you're not allowed to redistribute the SDK under the terms of its license. However, if your project has dependencies on the VRC SDKs via git (this is what the Creator Companoin does), then your client will be able to pull in the SDK directly from VRChat's git repo when they open the project.
I looked away to check somthing, came back to the project, and it suddenly works now? o.O After intial set up does the sdk download stuff that the descriptor wasnt ready for?
ah so its not included but imports itself automatically?
The SDK will import the UdonExampleScene sample package after the first assembly reload when you open the project, which may have a prefab or script that was needed.
Basically, yes - Unity will use git to download the packages if they are listed in the project's manifest (Packages/manifest.json).
How does VCC handle dependency version conflicts?
It depends on the case, you'll need to describe a scenario


